terrain file I/O and opengl rendering cleanup

This commit is contained in:
Azaezel 2018-03-13 17:33:13 -05:00
parent f36826605f
commit 2e2e08f32d
2 changed files with 3 additions and 6 deletions

View file

@ -569,9 +569,6 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
// amount so that it fades out with the layer blending. // amount so that it fades out with the layer blending.
if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) ) if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) )
{ {
// Get the rest of our inputs.
Var *normalMap = _getNormalMapTex();
// Call the library function to do the rest. // Call the library function to do the rest.
if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex)) if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
{ {

View file

@ -110,11 +110,11 @@ void TerrainFile::_buildGridMap()
mGridMap.compact(); mGridMap.compact();
// Assign memory from the pool to each grid level. // Assign memory from the pool to each grid level.
TerrainSquare *sq = mGridMapPool.address(); TerrainSquare *grid = mGridMapPool.address();
for ( S32 i = mGridLevels; i >= 0; i-- ) for ( S32 i = mGridLevels; i >= 0; i-- )
{ {
mGridMap[i] = sq; mGridMap[i] = grid;
sq += 1 << ( 2 * ( mGridLevels - i ) ); grid += 1 << ( 2 * ( mGridLevels - i ) );
} }
for( S32 i = mGridLevels; i >= 0; i-- ) for( S32 i = mGridLevels; i >= 0; i-- )